X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=4d6112d9f2b37a58127f6a5330837b5b55973217;hb=4d276c9b986b111611b8396f94dae56dbe736387;hp=dd8ac11f2564642078f9360aef97317e79b07497;hpb=641e5ebbda682a6df6f84a4627e3728dbcef3683;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index dd8ac11f..4d6112d9 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -38,7 +38,7 @@ void standard_transform() mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); - vec4 world_vertex = vertex_tf*get_vertex_position(); + out vec4 world_vertex = vertex_tf*get_vertex_position(); vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; @@ -50,8 +50,6 @@ void standard_transform() vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); - out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w; - out float fog_coord = eye_vertex.z; if(use_clipping) @@ -59,8 +57,6 @@ void standard_transform() for(int i=0; i